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中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
UE3 Home > Post Process Effects > Post Process Technical Guide
Post Process Technical Guide
Document Changelog: Created by Daniel Wright.
Overview
Default Post Process Chain
[Engine.Engine] DefaultPostProcessName=EngineMaterials.DefaultScenePostProcess
Cooking
[Engine.StartupPackages] +Package=FX_HitEffects
How effect settings are applied
- Effect node properties in the PostProcessChain (if "Use World Settings?" is FALSE)
- PostProcessVolume properties (if "Use World Settings?" is TRUE and the player is inside a PP volume)
- Default Post Process Settings in WorldInfo (if "Use World Settings?" is TRUE and the player is not inside a PP volume)
MotionBlur And UberPostProcessEffect
Post Process Manager
PostProcessManager
class.
In this case, game script code often replaces the entire PostProcessChain and modifies MaterialInstanceConstant values in a MaterialEffect for a custom look.
It can be a good idea to set "Use World Settings?" (bUseWorldSettings
) to FALSE for these game-controlled effect nodes to avoid conflicts with any PostProcessVolume settings.
Creating New Effects
Controlling Effects through Gameplay Script
ULocalPlayer.bOverridePostProcessSettings
property you can override what post process values are currently being used for the player. Then, the player's FCurrentPostProcessVolumeInfo CurrentPPInfo
struct gets filled in with the new desired values and the interpolation times to transition to these values.
Performance: Tuning Effects
Useful Console Commands
There are some useful Console Commands, such asSHOW POSTPROCESS
.
Additionally, there is the following:
SET <EFFECT> bShowInGame FALSEWhere EFFECT can be either
MOTIONBLUREFFECT
, DOFANDBLOOMEFFECT
or MATERIALEFFECT
.